Replies: 4 comments 1 reply
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This can enrich the player's experience and create a more immersive feeling that the player's actions have real consequences in the game world. The ability to use variables to track the player's progress and adapt interactions based on previous decisions is a common technique in game design and interactive storytelling. This allows players to feel more involved in the story because their choices have a visible impact on the game |
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Isn't this already a thing? |
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Yes, but look at how many conditions you had to create just to change the response variable.... Now imagine giving an answer, "YES DO THE QUESTION FOR \pv{times} TIMES" This can be changed with texts too, in addition to int or bool... |
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I'm going crazy, this is now possible to do hehe |
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Description
It would be very good and would make quests and event systems more complete by being able to call a variable in choices in dialogue with an NPC or system.
Where during a player-by-player variable, depending on what they have already done in another quest, there will be a different answer available to give to the NPC or event
Intended Use-Case
Where during a player-by-player variable, depending on what they have already done in another quest, there will be a different answer available to give to the NPC or event
Duplicate Check
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